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T2

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magter3001
Posts: 1284

Re: T2

Post#71 » Wed Jun 10, 2015 11:07 pm

I would like to again play in T2 and T3 when T4 comes out. De-bolster would definitely help with that but there needs to be a reason to encourage people to leave T4 and go to a T2 or T3 zone. Not exactly how you can convince someone to do that but if others have ideas, I would love to listen to them. ;)
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wargrimnir
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Re: T2

Post#72 » Thu Jun 11, 2015 12:39 am

Azarael wrote:
ficklefetus wrote:on topic of locking players to a realm, I strongly disagree with doing so. it prevents players that would otherwise CHOOSE the losing side because they play for real competitive battles.

camping the spawn in SCs is NOT fun and if I didn't have the opportunity to switch to the underdog, I simply would log out and not bother playing.
I actually support the concept of realm pride, and if there were a way to lock players to a single realm, I would happily do so. Multiple players switching to the other realm in an attempt to balance SCs just creates the same problem in the opposite direction.
An RP bonus to the initial realm you login as for the day. Keep it as long as you stay on that realm. Might be a bit simpler, although still beyond my coding knowledge of the game to implement.
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Kaitanaroyr
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Re: T2

Post#73 » Thu Jun 11, 2015 1:51 am

Would just lead to one side out numbering the other and having no where to split them up.
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ficklefetus
Posts: 15

Re: T2

Post#74 » Thu Jun 11, 2015 2:45 am

Azarael wrote:
ficklefetus wrote:on topic of locking players to a realm, I strongly disagree with doing so. it prevents players that would otherwise CHOOSE the losing side because they play for real competitive battles.

camping the spawn in SCs is NOT fun and if I didn't have the opportunity to switch to the underdog, I simply would log out and not bother playing.
I actually support the concept of realm pride, and if there were a way to lock players to a single realm, I would happily do so. Multiple players switching to the other realm in an attempt to balance SCs just creates the same problem in the opposite direction.
the SCs was just an example of what I see an abundance of at the present time. but it is true, it may lead to overcompensating the other faction. I've been of the presumption that few would switch as the majority of gamers, based on what I've seen in WAR and other games, having a tendency to seek the easier fights. safety in numbers mentality.

as for realm pride; fair enough. personally, I've attacked the opposing realm with the same relentless ambition despite the color I wore an hour ago ...but there are those that are far more devoted to their 'home' realm, guild, friends, etc. I respect that.

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ficklefetus
Posts: 15

Re: T2

Post#75 » Thu Jun 11, 2015 3:01 am

Tesq wrote:
Btw about 2 zone im not sure it will end like you think, you either force ppl in 1 zone with that system due to only 1 keep being avaiable, so it's just like have 1 zone.

Btw we are forgetting something important, due the fact we are folowing a pre 1.4.0 system for the zone; skirmish is required to lock, so if no kill = no lock
I don't really see why it would force everyone into a single zone when the small underdog group has, at the very least, the opportunity to block an overpopulated enemies' tier lock reward by snagging BOs. you have to use a zerg's weakness against it, namely its mobility and capability of defending various points. a zerg will bull rush and lock any zone regardless of the system set in place. Yes, it would require some tweaking of how the fundamentals like locking zones, BOs, timers, guards, etc, etc, would work -and it wouldn't be able to match verbatim the pre 1.4 mythic model. that's dev's choice.

anyway, I've talked enough. I may very well be wrong with it all ..as it is all theory crafting any way you slice it.

cheers!

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Ungrin
Posts: 170

Re: T2

Post#76 » Thu Jun 11, 2015 6:44 am

Maybe incentivize big renown ticks when a faction caps all three zones?

Give a larger %AAO to the underdog. 800% or better. That way it will incentivize the underdogs to fight, and give incentive to the zerg to cap all the zones for a very big renown tick.

Both sides win when they fight.
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Tesq
Posts: 5713

Re: T2

Post#77 » Thu Jun 11, 2015 8:24 am

ficklefetus wrote: I don't really see why it would force everyone into a single zone when the small underdog group has, at the very least, the opportunity to block an overpopulated enemies' tier lock reward by snagging BOs. you have to use a zerg's weakness against it, namely its mobility and capability of defending various points. a zerg will bull rush and lock any zone regardless of the system set in place. Yes, it would require some tweaking of how the fundamentals like locking zones, BOs, timers, guards, etc, etc, would work -and it wouldn't be able to match verbatim the pre 1.4 mythic model. that's dev's choice.

anyway, I've talked enough. I may very well be wrong with it all ..as it is all theory crafting any way you slice it.

cheers!
the aim is not put all ppl in a single zone but avoid empty zone run and increase the number of fights, this is not equal to make 1 zone zergy.

If skirmish is required to lock, zerg cannot do empty run, because enemys are spread over other maps. If you then add something for not loose 2/3 zone here we are.
You need fight for lock and you need even to def the other zone.
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ficklefetus
Posts: 15

Re: T2

Post#78 » Thu Jun 11, 2015 2:46 pm

Ungrin wrote:Maybe incentivize big renown ticks when a faction caps all three zones?

Give a larger %AAO to the underdog. 800% or better. That way it will incentivize the underdogs to fight, and give incentive to the zerg to cap all the zones for a very big renown tick.

Both sides win when they fight.
I like AAO, the bonus is an incentive to fight, but just don't think a very good one. unless you're roaming to snipe and gank the late straggling zerg reinforcements, it provides no value to a player that is so heavily outnumbered there is effectively 0% chance of killing even a single enemy among an overwhelming group.

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ficklefetus
Posts: 15

Re: T2

Post#79 » Thu Jun 11, 2015 3:09 pm

Tesq wrote:the aim is not put all ppl in a single zone but avoid empty zone run and increase the number of fights, this is not equal to make 1 zone zergy.

If skirmish is required to lock, zerg cannot do empty run, because enemys are spread over other maps. If you then add something for not loose 2/3 zone here we are.
You need fight for lock and you need even to def the other zone.
yes, as I had mentioned, it couldn't be exactly as WAR was setup pre 1.4. skirmish points would need to be reworked.

I do not believe people will spread nicely between all 3 maps. didn't work that way on live and it isn't human tendency. naturally, they congregate and no matter what you do, a zerging force will emerge.

as it was also evidenced on live, most of the time opposing zergs avoid each other - each choosing to take one of the pairings in which the enemy was not present and ONLY until there was only 1 contested vulnerable zone left unlocked did they fight head on.

3 fully open zones (as it was setup on live) allowed uncontested zergs to roll through pairings with ease (enough solo straggling enemies could be picked off for the skirmish points to lock), while a small opposing group can only guess the next zone of their annihilation, has no recourse of stopping a cap and no chance of defending nor taking a keep.

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Azarael
Posts: 5332

Re: T2

Post#80 » Thu Jun 11, 2015 3:24 pm

It is actually of great importance that we figure out a way to keep all of the pairings in use and to break up zergs. Not only is 100v100 mass combat garbage devoid of any strategy, we cannot actually sustain it right now.

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